Loremark / Series / Dungeon Crawler Carl / Princess Donut

Princess Donut

Dungeon Crawler Carl Matt Dinniman · 482 ch indexed
— Reading up to —
Bk 8 · Ch 84

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Spell

Big-Ass Magnet

Acquired specifically as the backup plan for capturing the rival car carrying the unconscious half of Corcunda.

Bk 8 · Ch 63
Spell

Fresh into Salt

Granted by Donut's Champion of Nekhebit title — cast on a river it turns the fresh water salty, wiping out the flying piranha swarm infesting the crossing in its first recorded use

Bk 8 · Ch 44
Spell

Temporary Macaroni

The book grants spells from dead crawlers' entries; Luca credited Donut and Carl with letting him reconcile with his mother and absolved Donut over her War Crime's toll.

Bk 8 · Ch 31
Spell

Ice Slick

A special-edition spell book from Donut's default-winner legendary box — coats a wide area, scaling with intelligence and spell level, in an inch of ice; starts at level 5 and trains fast; the same spell Elle uses

Bk 8 · Ch 9
Skill

Monologue

A skill that unlocks once Donut's boosted Charisma clears 300: a grandstanding speech that terrifies enemies, with the payoff scaling to how badly she frightens them.

Bk 7 · Ch 86
Spell

Gather Ye, Vermin

An Oak Fell class spell that summons all small mammals within a wide radius to Donut's location — a swarm-gathering effect for area control.

Bk 7 · Ch 79
Spell

Map the All Tree

A cheap Oak Fell navigation spell that charts the nodes of the All Tree, giving Donut dungeon-mapping data — though it only functions on the deeper floors.

Bk 7 · Ch 79
Spell

Raise Forest

An Oak Fell class spell that erupts trees and dense plant growth across an enormous radius — about a kilometer per spell level — reshaping the battlefield into woodland.

Bk 7 · Ch 79
Spell

Binjabi

A spell that hauls enemies across the battlefield toward Donut — a long- range pull in her Heel / Dinner Bell line, used to yank targets into a kill zone.

Bk 7 · Ch 76
Spell

War Crime

Starts at level 5 and grows 5 per cast (three spells combine at 10, four at 15). The combined spells are lost for the floor but can later be chained for a single casting cost — and intention shapes how the combination manifests.

Bk 7 · Ch 29
Spell

Sentry

A war-focused protection spell built for the battlefield, guarding a position against incoming attacks and artillery — part of Donut's Faction- Wars defensive kit.

Bk 7 · Ch 3
Spell

Shield

A straightforward protection spell that raises a defensive barrier, and which can be chained with tech-based shields for layered coverage in a pitched battle.

Bk 7 · Ch 3
Spell

You're Not Done Yet

A resurrection spell that pulls an ally back from death, working like Second Chance but by nastier, more sinister means.

Bk 7 · Ch 3
Skill

Blend into the Background

A stealth skill from Donut's ghillie suit that blends her into the surrounding terrain; stacked with a Cone of Silence it makes her very hard to see or hear.

Bk 7 · Ch 2
Spell

Flak

An anti-air spell that swats down incoming aerial attacks and projectiles; at higher levels it throws up a showy burst across the sky.

Bk 7 · Ch 2
Skill

Targeting

A sniper-style skill from Donut's boonie hat: she can zoom in to examine far-off mobs and dramatically extends the range of her spells, turning her into a long-distance threat.

Bk 7 · Ch 2
Skill

Hover

A mobility skill that lets Donut float two or three feet off the ground for about ninety seconds. Unlike Levitate it isn't cancelled by taking damage, and cast mid-fall it lowers her gently. Five uses a day.

Bk 6 · Ch 24
Spell

Why Are You Hitting Yourself?

A Master Telephone Psychic compulsion spell that turns an enemy on itself, spinning it in circles to bite and stab its own body until the effect wears off.

Bk 6 · Ch 4
Spell

Legionnaires of the Damned

A summoning spell that drags wailing spirits into recently-unequipped weapons and armor, animating them as temporary minions; how many she can run scales with her Intelligence and the spell's level.

Bk 6 · Ch 2
Spell

Mute

A control spell that gags an enemy caster, cutting off its ability to cast spells or use vocal abilities for the duration — Donut's answer to enemy mages.

Bk 6 · Ch 2
Spell

Rigorous

A protective Master Telephone Psychic buff: rather than reflecting damage, it bounces incoming debuffs and afflictions back onto whoever tries to apply them to the warded ally.

Bk 6 · Ch 2
Spell

Bad Attitude

A Master Telephone Psychic area debuff — a stronger cousin of Fear that saps enemies' Intelligence and lowers their resistances across a group, setting them up for follow-on damage.

Bk 6 · Ch 1
Spell

Brain Freeze

A Master Telephone Psychic spell that locks onto one enemy, draining its health and dropping its resistances; pushed to level 10 it can also blind the target. Pairs with Bad Attitude.

Bk 6 · Ch 1
Spell

Get Out of Jail

A pricey (40-point) spellbook spell that snaps a paralyzed, frozen, or otherwise held target back into action — Donut first uses it to wake Prepotente.

Bk 5 · Ch 47
Spell

Encore

A Legendary Diva support spell that heals the entire party and strips several debuffs from them at once — Donut's group-recovery button.

Bk 5 · Ch 4
Spell

Entourage

A Legendary Diva spell that surrounds the party with illusory copies of each member, splitting enemy attention and hiding which target is real.

Bk 5 · Ch 4
Spell

Laundry Day

A spell that yanks the armor off a target and dumps it on the ground, leaving the enemy exposed. Higher levels handle tougher armor or more targets at once.

Bk 5 · Ch 4
Spell

Standing Ovation

One of Donut's Legendary Diva spells: a party-wide buff that raises allies' Dexterity and strengthens their spellcasting, with the size of the effect tied to how good her performance is.

Bk 5 · Ch 3
Spell

Twinkle Toes

A low-cost utility spell that makes a summoned minion or pet move dramatically faster for a short time — fast enough that Mongo can outrun a dune buggy.

Bk 4 · Ch 32
Spell

Astral Paw

A spellbook utility spell: Donut conjures a floating ethereal paw to push, grab, and strike at a distance. Its reach grows with level, it sprouts claws at level 5, and it can be enlarged at level 10.

Bk 4 · Ch 2
Spell

Wall of Fire

A common zoning and escape spell that raises a roughly ten-meter-wide, two-meter-high sheet of flame for about fifteen seconds at level 1. Being real fire, it keeps burning anything flammable after the magic fades.

Bk 4 · Ch 2
Spell

Bitch, What?

A charm-scaling attack spell keyed to Donut's outsized Charisma. Named for the line she delivers when casting it.

Bk 3 · Ch 32
Spell

Minion Army

Spellbook acquired from a Floor-1 Beguiler Box — read-gated by 50 spell-point requirement

Bk 3 · Ch 16
Skill

Love Vampire

Donut's first Charisma-tier ability — a damage-redirect rather than raw damage. For the duration of a fight it funnels the holder's incoming damage into the heart of a single chosen enemy at or below their level.

Bk 3 · Ch 15
Spell

Hole

Bronze Boss Box opens to a spellbook Donut hesitates to apply without consulting Mordecai — itself a small milestone in her developing decision-discipline. Mordecai reads the book name (Hole) and tells her to learn it. She applies it, glows, and starts experimenting.

Bk 3 · Ch 2
Skill

Mascot

A party-wide buff keyed to the team's pet: whenever the pet damages an enemy, every party member gains a temporary Dexterity and Constitution boost, and a pet kill extends that buff to hours.

Bk 3 · Ch 1
Skill

Acute Ears

Donut's scout skill from a Platinum Quest Box: sharpened hearing plus a minimap upgrade — hostile red dots grow in size and report known-match info. Pairs with her Night Vision to cover most blind-encounter risks.

Bk 2 · Ch 13
Skill

Double Tap

A skill granted by the looted Enchanted Anklet of the Fallen Oak: when Donut lands two of the same attack in a row, the second hit has a chance to deal critical damage.

Bk 2 · Ch 6
Spell

Clockwork Triplicate

Creates two semi-autonomous clockwork duplicates of a target pet or minion for roughly one minute

Bk 2 · Ch 5
Skill

Cat-like Reflexes

One of the four cat-racial skills Donut gains when she takes the Cat race on the Floor-3 selection screen (with Night Vision, Slash Attack, and 9 Lives). Sharpens her reaction speed and dodge.

Bk 2 · Ch 2
Skill

Night Vision

One of the four cat-racial skills Donut gains when she takes the Cat race on the Floor-3 selection screen (with Cat-like Reflexes, Slash Attack, and 9 Lives). Anchors her party-scout role — paired with Acute Ears it covers most blind-encounter risks.

Bk 2 · Ch 2
Skill

9 Lives

Donut's Floor-3 cat-race skill: it halves the damage from the first nine physical attacks she takes each day, resetting on the day/night cycle. Only physical hits qualify — and a halved one-shot can still be a killing blow.

Bk 2 · Ch 1
Skill

Character Actor

Donut's Former Child Actor skill: on each floor she picks a "specialty" class and gains a random subset of its skills and spells for that floor only, leaving her existing kit untouched. It levels only on descent — one level per floor.

Bk 2 · Ch 1
Skill

Cockroach

Class skill granted at Former Child Actor selection. Level 5 guarantees one free lethal-hit survival per combat encounter, leaving Donut at near-death health afterward. The skill represents the in-fiction "cockroach" of the class — outlasts hits a normal crawler shouldn't.

Bk 2 · Ch 1
Spell

Heal Critter

A support spell that restores an allied creature — Mongo, a summon, a pet — to full health in a single cast. Donut's main tool for keeping the party's animals in the fight.

Bk 1 · Ch 47
Spell

Second Chance

Donut's necromancy spell. Raises a recently-killed mob (must be lower level than caster) as a Level-1 undead minion. The raised corpse retains weak motor function and can be verbally commanded but has no formal control interface.

Bk 1 · Ch 30
Skill

Dodge

Mordecai flags Dodge as Donut's most-important survival skill given her low health pool. He notes that hitting Level 5 makes the skill markedly easier to use — implying a usability cliff at the threshold typical of DCC active skills.

Bk 1 · Ch 25
Spell

Puddle Jumper

Donut's signature mobility spell. Teleports the caster and up to three others to a target location within line of sight. Range scales with spell level. At level 15, functions essentially as Teleport — one of the most powerful spells in the dungeon.

Bk 1 · Ch 25
Spell

Torch

Hands-free light source spell. Summons a luminous curl that trails the caster — no torch to hold, no inventory slot consumed. Mordecai explains the spell strengthens with use; the brighter the light, the higher the effective level.

Bk 1 · Ch 12
Skill

Back Claw

Companion skill to Slice Attack — uses the rear paws for a kicking strike, often paired with a forward slice in the same flurry. Higher levels add damage and increase the chance of drawing blood through low-tier armor.

Bk 1 · Ch 10
Skill

Slice Attack

Donut's signature claw attack — a forward-swiping slice with the front paws. Combined with her elevated Growth-buff Strength, the slice penetrates leather armor by mid-Floor-1. Donut keeps it in reserve while Magic Missile is her primary attack but uses it when mana runs dry.

Bk 1 · Ch 10
Skill

Light on Your Feet

Lets Donut pounce higher and farther.

Bk 1 · Ch 9
Skill

Good First Impression

Social-skill that biases first-encounter NPC reactions toward favourable. Combined with Donut's already-elevated Charisma it produces the diplomatic posture she uses to charm the goblin shamankas, Tally, and various Floor-2 vendors.

Bk 1 · Ch 7
Spell

Magic Missile

Donut's primary attack spell. Fires a blue-cyan projectile bolt from her eyes. Scaling damage based on caster Intelligence and skill level.

Bk 1 · Ch 7